// webgl/webgl_layers.js
import {document,window,requestAnimationFrame,cancelAnimationFrame,Event,core,performance} from 'dhtml-weixin';
import * as THREE from '../three/Three.js';

import Stats from './jsm/libs/stats.module.js';
import { GUI } from './jsm/libs/lil-gui.module.min.js';
var requestId
Page({
	   
         onUnload() {
	   		cancelAnimationFrame(requestId, this.canvas)
this.worker && this.worker.terminate()
		setTimeout(() => {
			if (this.renderer instanceof THREE.WebGLRenderer) {
				this.renderer.dispose()
				this.renderer.forceContextLoss()
				this.renderer.context = null
				this.renderer.domElement = null
				this.renderer = null
			}
		}, 0)
        
	},
         webgl_touch(e) {
        const web_e = Event.fix(e)
        //window.dispatchEvent(web_e)
        //document.dispatchEvent(web_e)
        this.canvas.dispatchEvent(web_e)
    },
async onLoad() {
        const canvas3d = this.canvas =await document.createElementAsync("canvas","webgl")
var that = this

        let container, stats;
			let camera, scene, renderer;

			let theta = 0;
			const radius = 100;

			init();
			animate();

			function init() {

				container = document.createElement( 'div' );
				document.body.appendChild( container );

				camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
				camera.layers.enable( 0 ); // enabled by default
				camera.layers.enable( 1 );
				camera.layers.enable( 2 );

				scene = new THREE.Scene();
				scene.background = new THREE.Color( 0xf0f0f0 );

				const light = new THREE.PointLight( 0xffffff, 1 );
				light.layers.enable( 0 );
				light.layers.enable( 1 );
				light.layers.enable( 2 );

				scene.add( camera );
				camera.add( light );

				const colors = [ 0xff0000, 0x00ff00, 0x0000ff ];
				const geometry = new THREE.BoxGeometry( 20, 20, 20 );

				for ( let i = 0; i < 300; i ++ ) {

					const layer = ( i % 3 );

					const object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: colors[ layer ] } ) );

					object.position.x = Math.random() * 800 - 400;
					object.position.y = Math.random() * 800 - 400;
					object.position.z = Math.random() * 800 - 400;

					object.rotation.x = Math.random() * 2 * Math.PI;
					object.rotation.y = Math.random() * 2 * Math.PI;
					object.rotation.z = Math.random() * 2 * Math.PI;

					object.scale.x = Math.random() + 0.5;
					object.scale.y = Math.random() + 0.5;
					object.scale.z = Math.random() + 0.5;

					object.layers.set( layer );

					scene.add( object );

				}

				renderer = that.renderer = new THREE.WebGLRenderer({canvas:canvas3d});
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				container.appendChild( renderer.domElement );

				stats = new Stats();
				container.appendChild( stats.dom );

				const layers = {

					'toggle red': function () {

						camera.layers.toggle( 0 );

					},

					'toggle green': function () {

						camera.layers.toggle( 1 );

					},

					'toggle blue': function () {

						camera.layers.toggle( 2 );

					},

					'enable all': function () {

						camera.layers.enableAll();

					},

					'disable all': function () {

						camera.layers.disableAll();

					}

				};

				//
				// Init gui
				const gui = new GUI();
				gui.add( layers, 'toggle red' );
				gui.add( layers, 'toggle green' );
				gui.add( layers, 'toggle blue' );
				gui.add( layers, 'enable all' );
				gui.add( layers, 'disable all' );

				window.addEventListener( 'resize', onWindowResize );

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			//

			function animate() {

				requestId = requestAnimationFrame(animate);

				render();
				// //stats.update();

			}

			function render() {

				theta += 0.1;

				camera.position.x = radius * Math.sin( THREE.MathUtils.degToRad( theta ) );
				camera.position.y = radius * Math.sin( THREE.MathUtils.degToRad( theta ) );
				camera.position.z = radius * Math.cos( THREE.MathUtils.degToRad( theta ) );
				camera.lookAt( scene.position );

				renderer.render( scene, camera );

			}
    }
})